Posted May 13, 2025 by De'Gloughan
Hello, sprouts! (This isn't a new chapter update, so I can still get away with calling you this)
Here is the first part of a series of updates concerning the new battle system! However, before I get to that, here's the standard list of things included in the update:
For you players it will cosmetically look the same, albeit a tad more organised. For me, woooh boy, is it different. I scraped all the original coding and did it all again. As such I am still working on it and will continue to update as milestones are reached.
I've tested it myself a few times, however, due the scale of what I'm aiming to do, I thought it best to release the update in pieces so others can alert me to things that I may have missed. It SHOULD work, and I'm 90% sure I've busted all the bugs in the coding I've done so far.
You can try out the new system from the main menu, where you can set up a training battle however you like. Assume this is a previously hidden part of your combat training, if you need a scenario to put it to.
So, here are the new features:
WARNING: ranged attacks have a small (1 in 4) chance of friendly fire, and could inflict status effects or critical damage on you or your companion. You and your companions are trained to shoot well, which is why you have a higher chance of an accurate hit, but accidents happen, especially in close combat, so I couldn't rule it out completely.
Some of these items are used in battle, in direct or indirect ways. Smoke and explosive bombs are obviously battle ready items, but if you have matches, a regular bolt, alcohol and cloth, you can hastily put together a burning arrow to shoot at your enemies. You can only hold matches if you have a flint box to store and light them.
More about the explosive bomb, the most powerful of battle items: deals 1d18 damage on target and 1d10 on the other enemy if applicable, enemies will miss a turn of combat, AND it will inflict burning on all enemies. If you have a companion, they will skip a turn so as to not get caught in the blast, and vis versa.
They will also be useable outside of battle, as will smoke bombs, but this isn't a story update so you don't need to think about this yet.
With all this going on, and seeing the length of options for 2v2 battle (especially that long range attack section), I made a quick table with the same formatting to check how long the list would be for a 2v3 battle, and it's just... wow. No. It's not that I can't add it, and I know I can code it now, but the LENGTH of it- just from one extra person! There goes my tentative idea to add a second companion as well as a third enemy. It's maxed at 2v2 and that's final.
You will notice that the options to choose from are considerably decreased when you fight on your own. Just like in real life, you can do more when you're working as a team and have a higher chance of success. You will notice that some battles put you at a considerable disadvantage. This is intentional, just like how I have not put in healing in battle (you can heal outside battle). Despite this, I am aware that there is a possibility of solo players without using the allies, so the battles are winnable as long as you use items or the upcoming skills.
But Glou, how can we go about killing everyone if we are so easily damaged and have limited healing opportunities, you may ask. Well, you don't. You were hired for your brain and ability to think up plans on the fly, not for being a homicidal maniac (they're just hoping that you are willing to be). No, you are expected to weigh up the pros and cons of your actions and try to find the optimal solutions. You are not all powerful. You're just a single person with a certain skill set, no more and no less. Like you or I, there's only so much they can do (whether they're alone or not), and, again (can't state this enough) the best choice would be to weigh up the options on whether a fight is worth the danger.
I plan to give each companion their own unique skill that will either deal heavy damage and/or heal. The protagonist can learn lesser versions of these skills depending on their stat levels, and whether your companions trust or like you enough to teach it to you.
However, because I plan to make these skills overpowered, their uses will be limited. I originally planned to make them usable once per day but that would be punishing for solo players, so I have changed them to be usable for as long as the user isn't tired, but using a skill is strenuous and makes them tired (+8 tiredness).
In battle, you can use a stimulant to decrease tiredness at the cost of HP. Since stimulants are a quick injection, a round of combat will pass without action by anyone else. Passive/terrain damage will be paused for that round.
Stimulant effects will change slightly based on needle fear. Being okay with needles has the least effect with -1d3 health cost and -2 tiredness. Being so-so with needles costs -1d6 HP cost and -4 tiredness. Fearful of needles costs -1d9 HP cost and -6 tiredness (fear keeps you alert and is distressing!). See, I knew needle comfort levels were a weird thing to add but I had a reason behind it beyond wanting to potentially torture your character!
Antidotes remove poison but add +1 to tiredness on account of how they work story-wise. Basically the antidote isn't quite an actual antidote but a mixture meant to accelerate the rate of which the poison passes. Very taxing on the body. Since it's just a capsule, a round of combat will pass without action by anyone else. Passive terrain/passive damage will be paused for that round.
Skills, stimulants and antidotes have not been implemented yet. Tiredness system is already in place.
I may need to adjust the terrain slightly as it causes another round of damage if you return to the battle page after viewing the inventories or codex. While I am not certain why a player would need to view them when in a battle, I don't want to accidentally kill their character in that manner. Make no mistake, I'm still gunning for you though and planning the bad ends to come. To avoid this I have blocked the codex, inventories and profile while in battle. This may be a permanent fix, it may not. Depends on whether I can figure out how to redo the terrain code to prevent that specific damage.
Once all of this has been finalised, I can finish the combat text and add in more variation. I know 99.9% of people won't read it, but I want to do it. So I shall!
So, yes, I have a few more things to complete before I consider this battle overhaul complete, but I think this current build is bulky enough to warrant an update and get some help with hunting down bugs that have escaped my notice. This upload can also serve as an extra backup of this version before I go replacing/making more mechanics, which is a nice bonus.
Many thanks once again for all the people following the game or for adding it to a collection! Seeing both of those numbers grow does surprise me in the best way, and it really is appreciated!
~Glou